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Small tweaks to improve Out of the Abyss [DMs toolbox; SPOILERS]
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<blockquote data-quote="CapnZapp" data-source="post: 6701962" data-attributes="member: 12731"><p>8. Some players might think their human or halfling characters stand no chance running away into the Underdark, thinking Drow are impossible to foil. Other players might just assume the point is to kill everything as usual, and not even consider escape. </p><p></p><p><strong>That's why</strong> it is so important that you a) display how powerful Mistress Ilvara really is, and b) make sure the players talk to NPCs who feel confident they can outrun Drow in the Dnderdark.</p><p></p><p>You should still let the players try to kill off all the Drow if they insist; but as soon as it's clear to Mistress Ilvara her life is in danger you should not hesitate using her Insect Plague on them. In other words, if the players are to succeed, they must be especially clever, either neutralizing her before she can cast any deadly spells, or tricking her into casting them at somebody else (perhaps fodder NPCs). Having her kill off the entire party is an okay outcome if they go down this route - after all, they were only low levels. And perhaps they'll choose the escape route with their next set of characters...</p><p></p><p>9. For some groups, the anti-magic wards in the slave pens are problematic. How are these created and why aren't they everywhere?</p><p></p><p><strong>The first suggestion</strong> is to say the wards are natural, and that the Drow built this outpost around that cave. Perhaps it's some kind of Faerzness-infused rock? Perhaps its a natural dead-magic zone? (Though this would prevent all spells, both the ones cast by prisoners and the ones the Drow might cast at them from the outside)</p><p></p><p>Another idea is that there exists a ritual spell that works much like dispel magic or counterspell. Meaning the wards doesn't prevent ALL spellcasting, just level 3 spells or lower. For spells cast in slots of higher levels, you need to make a spellcasting ability check of, say, DC 13. This way, Mistress Ilvara has a chance of forcing a ray of weakness into the slave cave, she just needs to use a fourth level slot to cast her spell. </p><p></p><p>Or the wards are really chaos magic, meaning spells aren't prevent from being cast, but that there's a significant risk of something going wrong or the spell's going wild.</p><p></p><p>Or you could simply remove the wards and instead say that the Drow has put the death penalty on spellcasting of any kind. </p><p></p><p>Regardless, you should consider being lenient as regards especially to arcane casters. Let them choose spells that need no components.</p><p></p><p>10. ...</p><p></p><p>Your turn <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6701962, member: 12731"] 8. Some players might think their human or halfling characters stand no chance running away into the Underdark, thinking Drow are impossible to foil. Other players might just assume the point is to kill everything as usual, and not even consider escape. [B]That's why[/B] it is so important that you a) display how powerful Mistress Ilvara really is, and b) make sure the players talk to NPCs who feel confident they can outrun Drow in the Dnderdark. You should still let the players try to kill off all the Drow if they insist; but as soon as it's clear to Mistress Ilvara her life is in danger you should not hesitate using her Insect Plague on them. In other words, if the players are to succeed, they must be especially clever, either neutralizing her before she can cast any deadly spells, or tricking her into casting them at somebody else (perhaps fodder NPCs). Having her kill off the entire party is an okay outcome if they go down this route - after all, they were only low levels. And perhaps they'll choose the escape route with their next set of characters... 9. For some groups, the anti-magic wards in the slave pens are problematic. How are these created and why aren't they everywhere? [B]The first suggestion[/B] is to say the wards are natural, and that the Drow built this outpost around that cave. Perhaps it's some kind of Faerzness-infused rock? Perhaps its a natural dead-magic zone? (Though this would prevent all spells, both the ones cast by prisoners and the ones the Drow might cast at them from the outside) Another idea is that there exists a ritual spell that works much like dispel magic or counterspell. Meaning the wards doesn't prevent ALL spellcasting, just level 3 spells or lower. For spells cast in slots of higher levels, you need to make a spellcasting ability check of, say, DC 13. This way, Mistress Ilvara has a chance of forcing a ray of weakness into the slave cave, she just needs to use a fourth level slot to cast her spell. Or the wards are really chaos magic, meaning spells aren't prevent from being cast, but that there's a significant risk of something going wrong or the spell's going wild. Or you could simply remove the wards and instead say that the Drow has put the death penalty on spellcasting of any kind. Regardless, you should consider being lenient as regards especially to arcane casters. Let them choose spells that need no components. 10. ... Your turn :) [/QUOTE]
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Small tweaks to improve Out of the Abyss [DMs toolbox; SPOILERS]
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